Pick one goal per day
A day is short. Pick a single concrete aim: open the wing that holds a key, reach a puzzle room, or bank a permanent resource. Chasing everything at once spreads your steps too thin.
Draft the spine first
Build the connecting path before any side room. The spine is what makes the day a step forward; filler is what you add if steps remain.
Spend where it counts
Economy and draft-fixing rooms come before flavour. A dead-end trophy room is lovely once Room 46 is in reach; today it is a wasted door.
Know when to stop
When the path is open and the goal is met, stop drafting. Extra rooms eat steps you may need tomorrow. The room database helps you pre-plan the spine before you place a tile.